DUSK
74 ratings
URBAN TURMOIL​
   
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98.318 MB
11 Dec, 2023 @ 11:02am
12 Dec, 2023 @ 9:27pm
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Description
A high-octane romp through a city overrun with possessed humans and unholy monstrosities.

270 enemies. 8 secrets. GLHF.

This map is a direct sequel to DERAILED. Subscribing to both maps and completing DERAILED first will bring you to this map.​​
Popular Discussions View All (1)
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23 Dec, 2023 @ 6:00am
хуйна
「WERA」FIB
20 Comments
SWR24 18 Jun @ 1:04pm 
Really fun, creative level!

One bug (I think?) that came up was that the cowgirl at the end of the level was completely invisible. Could be a problem on my end, tho
Coolfiend 15 Jan @ 4:07pm 
Awesome sequel, loved how realized Dusk (the city, not the game) felt here.
Aqua  [author] 12 Dec, 2024 @ 9:23pm 
The navmesh thing is also something I hadn't considered until after I made these bigger maps, but I also do know that there's developments on the SDK side that should allow for enemies to pass through between separated navmeshes, so we'll see. Totally worth it to bake them with everything opened beforehand though, wouldn't be too much of a hassle on my end.

I'll tinker with this map when I have some free time, I definitely still have a soft spot for it among the others I've made, I think this one is when I really started figuring out the flow of Trenchbroom more, and generally actually grasping proper level design etiquette lol. Very proud of it, but plenty of room for improvement all the while! Such is the life of a mapper :)
Aqua  [author] 12 Dec, 2024 @ 9:23pm 
I got *very* lousy with performance when I made the map, I didn't even clip any of the faces on the brushes for most of the map due to the fact that I literally just boxed in the entire map with a super sloppy skybox. Blargh! I did the same for the map after this one, Downtown Showdown, but I went back and tried to patch it up since it also had horrible performance issues. So maybe at some point I'll fix it up a little bit in that same way when I have some time to spare. Not sure about spawning in enemies over time, I do know there's a way to do that but I *believe* it's limited to Endless mode-styled maps? I'll take a peek at that at some point, it'd definitely be more ideal than having them pre-placed and nuking the FPS. Maybe SDK updates down the road will optimize the enemy behavior more too. Fingers crossed on that front!
Aqua  [author] 12 Dec, 2024 @ 9:23pm 
Nice feedback, Magic! Very much appreciated for future maps of mine. Yeah, the corn maze stuff is just a weird overlap transparency thing that I *think* I can't fix on my end, it's probably something that needs to be patched in the SDK. Certified Unity moment!
PeaceSells 12 Dec, 2024 @ 9:03pm 
Whaaaa hell yeah. I'll have to try it. I forgot they released workshop.
Magic00Squirrel 5 Dec, 2024 @ 11:52pm 
[Continued from comment below]

Finally there is some transparency issues with the corn maze section where I could see through the corn at certain angles. I think that in dusk the corn maze section has walls with opaque textures behind all of the transparent corn textures (see e1m2), which I assume fixes this issue. Unity can be weird with overlapping transparent materials but I'm sure there is a fix.

Overall I really liked this map and I think you have a lot of skill as a mapper. I think you could totally make your own game one day and I really hope that you do!
Magic00Squirrel 5 Dec, 2024 @ 11:51pm 
I really enjoyed this map. It looked amazing and the layout was very complex. Definitely rivals the base game maps. I have a few criticisms though.

For starters, the performance was really bad on my rig for some reason. I usually get 200+ FPS (which is what I was getting on derailed) but in this map I get like 50. The FPS did go up as killed enemies though, and I finished the map at around 110. Maybe you could spawn enemies in as you play instead of having them all loaded from the start?

I would also recommend baking the navmesh with all of the monster closets opened, since I found a lot of instances where enemies wouldn't leave their closets or cross doors that had been opened.

[See above comment for continuation]
Ghostly Goth 4 Nov, 2024 @ 2:01pm 
A really good map, layout felt easy and understandable, enemy placements are well done and it being a sequel to DERAILED an already great map is a nice continuation.

Only downside would be when starting the map, it brings up the "DUSK isn't responding" message which made it feel like the map has crashed but you just need to wait for abit then it gets fixed.

Great work! :ghostcat2::HatHealth:
Giant Mech 29 Oct, 2024 @ 1:38pm 
reminsa me of BLOOD.